3.0
Compatibility
Changes
HUD BW 3.0 — The Rebuild
HUD_MUD is dead, long live HUD BW. This isn't a patch, it's a rewrite — same spirit, way more polish.
New Widgets
- Biome — shows the name of whatever biome you're standing in
- Light Level — the actual number the game uses to decide if a zombie can spawn on your face at night, not just a static "is the sky visible" reading
- Ping — server latency, color-coded
- Speed — live blocks/second while you sprint, elytra, or ride
- Armor Points + Toughness — the exact numbers behind your armor bar
- Session Timer — how long you've been playing this session
Potions Got a Glow-Up
No more plain text. Effects now render with their actual vanilla icons, name up top, timer underneath — same info, way easier to read at a glance. Scroll on it for a compact icon-only mode.
Editor, Rebuilt
- New side-panel widget list — click to hide/show instead of hunting for a 10px hitbox
- Grid snap for clean alignment (hold Shift to move freely)
- Global HUD scale — 0.75x to 1.5x, for 4K monitors or "I'm old and my eyes hurt" monitors alike
- One-click reset back to defaults
Fixed
- Backgrounds now hug the actual text instead of sitting behind it as a fixed gray slab — HP, FPS, CPS, Clock, Compass, and more all got the biome-style treatment
- Durability warnings now have a configurable threshold and an optional sound, instead of firing blind at a hardcoded 10%
Under the Hood
- Full rewrite onto Fabric API's current HUD layer system (the old one was already deprecated)
- CPS tracking swapped to a proper queue instead of scanning a list every tick
- Calculator now understands
^,%,sqrt,sin/cos/tan,log/ln,pi,e - New commands:
/hbw editor,/hbw reset,/hbw calc—/calcustill works if you're used to it - Old 2.x configs migrate automatically, your layout survives the update
TL;DR: everything you liked about 2.1 still works, it just doesn't look like it was drawn in MS Paint anymore.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:NmycxeQE:i44WPTUO"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:NmycxeQE:i44WPTUO"
}

